Set C++ standard; code formatting.
On MacOS, clang will default to C++2003 if this isn't explicitly set.
This commit is contained in:
parent
47bba754f4
commit
72e3bf77a7
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@ -1,6 +1,8 @@
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cmake_minimum_required(VERSION 3.22)
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project(kge)
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project(kge LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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find_package(SDL2 REQUIRED)
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find_package(OpenGL REQUIRED)
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@ -23,28 +25,25 @@ add_library(imgui STATIC
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ext/imgui/backends/imgui_impl_opengl3.cpp
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ext/imgui/backends/imgui_impl_opengl3.h
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ext/imgui/misc/freetype/imgui_freetype.cpp
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ext/imgui/misc/freetype/imgui_freetype.h
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)
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ext/imgui/misc/freetype/imgui_freetype.cpp
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ext/imgui/misc/freetype/imgui_freetype.h)
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add_library(imgui::imgui ALIAS imgui)
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target_link_libraries(imgui
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PUBLIC
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OpenGL::GL
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$<TARGET_NAME_IF_EXISTS:SDL2::SDL2main>
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$<IF:$<TARGET_EXISTS:SDL2::SDL2>,SDL2::SDL2,SDL2::SDL2-static>
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Freetype::Freetype
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)
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PUBLIC
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OpenGL::GL
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$<TARGET_NAME_IF_EXISTS:SDL2::SDL2main>
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$<IF:$<TARGET_EXISTS:SDL2::SDL2>,SDL2::SDL2,SDL2::SDL2-static>
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Freetype::Freetype)
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target_include_directories(imgui PUBLIC
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ext/imgui/
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ext/imgui/backends/
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ext/imgui/misc/freetype
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${FREETYPE_INCLUDE_DIRS}
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)
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ext/imgui/
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ext/imgui/backends/
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ext/imgui/misc/freetype
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${FREETYPE_INCLUDE_DIRS})
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include_directories(ext/)
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include_directories(ext/ ${SDL2_INCLUDE_DIRS})
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add_executable(kge
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kge.cc
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)
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kge.cc
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)
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target_link_libraries(kge imgui)
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168
kge.cc
168
kge.cc
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@ -5,24 +5,26 @@
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#include <imgui/backends/imgui_impl_sdl2.h>
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#include <imgui/backends/imgui_impl_opengl3.h>
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#include <SDL2/SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL2/SDL_opengles2.h>
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#else
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#include <SDL2/SDL_opengl.h>
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#endif
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#include "fonts/b612_mono.h"
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#include "fonts/brassmono.h"
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static const float fontPixelSizes[] = {16, 10, 12, 14, 18};
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static const float fontPixelSizes[] = {16, 10, 12, 14, 18};
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int
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main()
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{
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// Should this use the SDL_EVENTS subsystem?
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
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std::cerr << "kge: failed to initialize SDL" << std::endl;
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std::cerr << "\t" << SDL_GetError() << std::endl;
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return -1;
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@ -38,9 +40,11 @@ main()
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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const char *glsl_version = "#version 150";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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@ -61,8 +65,13 @@ main()
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_WindowFlags window_flags = (SDL_WindowFlags) (SDL_WINDOW_OPENGL |
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SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 1280, 720,
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window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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@ -70,7 +79,8 @@ main()
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO &io = ImGui::GetIO();
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(void) io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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// Setup Dear ImGui style
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@ -81,18 +91,10 @@ main()
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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for (auto pixelSize : fontPixelSizes) {
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io.Fonts->AddFontFromMemoryCompressedTTF(BrassMono_Regular_compressed_data, BrassMono_Regular_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(B612Mono_Regular_compressed_data, B612Mono_Regular_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(B612Mono_Bold_compressed_data, B612Mono_Bold_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(BrassMono_Bold_compressed_data, BrassMono_Bold_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(B612Mono_BoldItalic_compressed_data, B612Mono_BoldItalic_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(BrassMono_BoldItalic_compressed_data, BrassMono_BoldItalic_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(B612Mono_Italic_compressed_data, B612Mono_Italic_compressed_size, pixelSize);
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io.Fonts->AddFontFromMemoryCompressedTTF(BrassMono_Italic_compressed_data, BrassMono_Italic_compressed_size, pixelSize);
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for (auto pixelSize: fontPixelSizes) {
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io.Fonts->AddFontFromMemoryCompressedTTF(
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BrassMono_Regular_compressed_data,
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BrassMono_Regular_compressed_size, pixelSize);
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}
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bool done = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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while (!done) {
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Begin(
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"Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::Text(
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"This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window",
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&show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::SliderFloat("float", &f, 0.0f,
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1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color",
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(float *) &clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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if (ImGui::Button(
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"Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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ImGui::Text(
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"Application average %.3f ms/frame (%.1f FPS)",
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1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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// Pass a pointer to our bool variable (the window
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// will have a closing button that will clear the bool
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// when clicked)
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ImGui::Begin("Another Window", &show_another_window);
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// 3. Show another simple window.
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if (show_another_window) {
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// Pass a pointer to our bool variable (the window
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// will have a closing button that will clear the bool
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// when clicked)
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ImGui::Begin("Another Window", &show_another_window);
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int) io.DisplaySize.x,
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(int) io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w,
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clear_color.y * clear_color.w,
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clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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}
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// Cleanup
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@ -179,7 +192,6 @@ main()
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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